Windows, OSX, and Linux Are Not Enough
by Jeff Tunnell · 02/13/2009 (11:20 am) · 4 comments
I just posted a new makeitbigingames.com article that you may find interesting. It is about iterating your designs and development to get maximum exposure and minimal development risk by targeting as many of the new platforms as you can. Here is a quote.
Mandatory photo. Here is a pic from the Light Client Flash version of Grunts: Skirmish. Note that this is a development prototype and we are not yet to Alpha.

Also, last week I posted a somewhat controversial article about how I think the price of games is going down, way down, and how it is actually a good thing for Indie developers. Check it out, and let me know if you agree with my ideas.
-Jeff Tunnell
Co-Founder of GarageGames, now a Game Maker at Push Button Labs
Quote:Instead of debating OSX, Linux, and Windows vs. just Windows, you should be considering all OS’s, Flash, the browser, Facebook, MySpace, Hi5, Steam, Instant Action, Greenhouse, your own site, iPhone, Android, other smart phones, Nintendo DS, Xbox via XNA, XBLA, Playstation Network, Wii Ware, box distribution, Casual Portals like Big Fish Games and Yahoo Games, Flash Portals like Kongregate and New Grounds, international portals
Mandatory photo. Here is a pic from the Light Client Flash version of Grunts: Skirmish. Note that this is a development prototype and we are not yet to Alpha.

Also, last week I posted a somewhat controversial article about how I think the price of games is going down, way down, and how it is actually a good thing for Indie developers. Check it out, and let me know if you agree with my ideas.
-Jeff Tunnell
Co-Founder of GarageGames, now a Game Maker at Push Button Labs
About the author
#2
Anywho, the gist of what I said was...
Looks like a great idea. Not everyone can or will follow this principal, but it is something to keep in mind. A free, small portion of your game will go a long way to advertise and let the developer know if their idea is even worth persueing.
Great blog btw.
02/14/2009 (9:54 am)
I thought I posted to this......Anywho, the gist of what I said was...
Looks like a great idea. Not everyone can or will follow this principal, but it is something to keep in mind. A free, small portion of your game will go a long way to advertise and let the developer know if their idea is even worth persueing.
Great blog btw.
#4
We are doing some exciting work to help us be on as many platforms as possible without increasing the overhead of being on each platform. I wish we had it today.
10/22/2010 (5:08 pm)
This post is coming up on two years. This information can't be any more true that it is today...except now we can add: Kindle, Google ( Android and their Chome store ), Intel's AppUp, Steam, Windows Phone 7, Bada, Jungle, oh...any every TV company that can embed an arm processor. To me any of these "platforms" may be the next big opportunity.We are doing some exciting work to help us be on as many platforms as possible without increasing the overhead of being on each platform. I wish we had it today.

Employee Michael Perry
ZombieShortbus
I love the terms you use in your blogs, such as "light client" vs "heavy client" and “too small to fail”
They always make me look at my own projects to see how I can apply the concepts. Great read as usual. Before I got my hands on a Mac, I had the mindset that I have no interest in creating for anything but Windows. After using a Mac for several months, and playing more web games, I am definitely not thinking the same way.
I've gone from Windows only to iPhone + Web + OS X + Windows, which is a pretty big jump for me.
Great post as usual!
Others, make sure you jump to his blog for the full read.